1 Oct 2010

Somebody at Atari Stopped Listening to the Lawyers!

Atari

More than a few times, I have criticized companies that immediately send out cease and desist letters when their intellectual property is being used on the internet without their permission (I'm talking about you, Ford and Nintendo). I have even recommended companies proactively create a public use policy around their IP to help fans understand how they can engage with their favorite brands.
So, it is really nice to be able to highlight an example of a company that gets the opportunity these situations present and the destruction cause by immediately going legal on every unauthorized use of IP. Here is an interview with Atari executive vice president of online and mobile, Tom Kozik. Atari faced the issue of people, who have an affinity for the classic Atari games, creating imitations of their popular games (some not so great) and distributing them on fileshare networks. Rather than following the disturbing trend of sending C&D letters to the fileshare and the individuals distributing the games, Atari decided to engage them and offer legitimate versions of the games to distribute. Tom explains his position perfectly:

Truth be told, why in the world would I ever want to go after my fans? These are people who absolutely love our classic old arcade games...Now, instead of arming up a cadre of lawyers the smart thing to do is say, "Look, you're fans of our games, let us give you the legitimate version of the game,"
 So instead of alienating their biggest fans, Atari is engaging them. They feel this action can open up new avenues to generate revenue, by working with the fileshare distributors where they can:
...bring those affiliates into the fold by saying, "We'll actually share revenue with you." They've been running that less than optimal, if not [coughs] a little dodgy, version of Asteroids or Missile Command, so why not just run the original one, share in the revenue and still have the same appeal to the fans they want to draw to their site? And we've got the library of all our other great games that we can bring to them as well.
 So let's evaluate the pro's and con's of this strategy

PROS:

  • Re-asserted control of brand
  • Deepen brand engagement with fans
  • Raise likelihood fans will promote brand to their friends and followers
  • Co-opted an underground channel for piracy into a potential revenue channel
CONS:
  • Risk losing some revenue from people still downloading the games for free (but would they have paid for them anyway?)
  • I am at a loss for any others
I think it shows that Atari is ahead of the curve and have a sophisticated understanding of today's market environment. Great job Atari and Tom!
2 Jan 2010

Congratulations Nintendo - New World Brand Fail!

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Nintendo falls into the ranks of companies who find ways to alienate fans in the name of brand protection. Nintendo has the luxury of having a brand so compelling to their fans that they want to make stories about the brand. In this case some lovers of the Zelda video game series created a movie based on the characters and gave it away for free.

Nintendo (I'm because of some warning made by a paranoid lawyer) notified these fans that they could not distribute the film based on their Intellectual Property.
We've seen this before - brand owners shutting down fan inspired uses of their brand for non-commercial purposes. The main reason is because trademark law has a requirement that trademark owners must actively control their brand or risk losing it. Thus evolved the immediate response of the infamous cease and desist letter to someone using any resemblance of an company's brand. The evolution of the internet and user empowerment has changed the brand environment and how consumers want to interact with brands they like. 
Today fans can inexpensively create all sorts of media products using brands; even create brand themed movies. They do it for the love of the brand, sometimes for self-promotion, but rarely for profit. The traditional response of C&D letters in these cases do more harm than good. It is time for lawyers to think about new ways to advise clients in these situations. The goal should be to protect brand owner rights while encouraging fan support. C&D letters protect the brand, but alienate the fans.
How could have Nintendo protected their brand while encouraging their fans?
  • Create a Brand Kit for fans with logos and character images that anyone can download (or else they will create their own)
  • Create brand guidelines for fan use
    • Grant conditional license to use brand IP subject to guidelines about content can be used, non-commercialization, how certain trademarks are presented (non-modification of logos)
    • Require fans to acknowledge brand owners ownership of trademarks in their materials
    • Create a point of contact for permissions if fans want to charge a fee to use their work-product from the Brand Kit
By creating guidelines, brand owners have effectively controlled their brand (satisfying legal requirements) while empowering the purest uses of the brand by their devoted fans. By establishing a point of contact for those situations where fans feel they need to charge a fee for their work-product created from the brand, the brand owner has created an avenue to converse with fans and evaluate those grey areas of brand use. Together, these two prongs give the brand owner fair ground to ask people who use the brand outside of those guidelines to stop their activities.

The goal is not to let people destroy a company's brand. It is the job of a lawyer to understand what does a brand owner want to accomplish. I am pretty sure they do not want to alienate fans. They want to engage fans, create new fans, all while protecting the brands IP.

15 Jan 2008

How Not to Manage Brand in the Internet Age

A classic example of how new technologies of the internet will force companies to rethink their preconceptions on how to manage brand. Here is a site of Ford Mustang enthusiasts who put together a calendar of pictures of their favorite member cars. Ford's lawyers have notified the internet company that offers the printing services, Cafe Press, that they must cease printing the calendar as the shots of the Mustangs violate Ford's Trademarks. Now technically they are correct. In the past, people would try to mass print calendars of automobiles (or create toys) and try to distribute them through retail stores. Ford is obligated to protect their trademarks and would take action to make them stop.

Now, today's internet and printing technologies have thrown a wrinkle into this strategy - the emergence of print on demand shops on the internet that enables people to connect and socialize in ways we could not dream of 15 years ago. These technologies are changing the game of brand management. As Jeremy Owyang astutely points out, the internet is causing brands to become decentralized. Our customers are taking ownership of our brand identity! This lack of control can be quite scary for traditional companies, but they need to consider the power of it. Nothing, and I mean nothing, will reinforce a brand identity like its customers promoting it. Real customers talking about and acting out what the brand means to them will resonate with potential customers in a way that no amount of prime time advertising will accomplish (think about Harely Davidson tattoos). Companies just need the leadership to let go.

There are some legal issues around this strategy. The law says that a owner of a trademark must always control its trademark. It also puts a positive obligation to enforce its trademark rights. Failure to do these things can result in the company losing the trademark. While there is no knowing how the courts would actually rule, a solution may be to have a public permission to use the brand in products subject to certain rules (doesn't reflect poorly on the brand, limits on sales, or profits must go to charity, etc.). These published rules could demonstrate that the company still controls its brand. It could still take action on any act that violates those rules. Might this policy have unintended consequences? Maybe. But at least it considers the technological realities of our society rather than create PR nightmares with a companies most devoted fans. Any thoughts on where brand management is headed in this area or what we should be doing?

Trevor Speirs's Space

Constantly Learning, Fearlessly Doing


Passionate about technology start-ups (especially at the intersection of social, mobile, and game technologies), I am currently exploring the large corporate world by helping a $4 billion multi-national improve their innovation strategy.
In my spare time, I try to find the best indie music bands to supplement my massive music collection and share with my friends.